/Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayCueManager.h
An ObjectLibrary for the GameplayCue Notifies. Wraps 2 underlying UObjectLibraries plus options/delegates for how they are loaded
[USTRUCT](Programming/UnrealArchitecture/Reference/Structs)() struct FGameplayCueObjectLibrary
TObjectPtr<UOb...
ActorObjectLibrary
Object library for actor based notifies
TAsyncLoadPrior...
AsyncPriority
Priority to use if async loading
bool
bHasBeenInitialized
True if this has been initialized with correct data
bool
bShouldAsyncLoad
Should we start async loading everything that we find (that passes ShouldLoad delegate check)
bool
bShouldSyncLoad
Should we sync load everything that we find (that passes ShouldLoad delegate check)
bool
bShouldSyncScan
Should we force a sync scan on the asset registry in order to discover asset data, or just use what is there
TObjectPtr<UGa...
CueSet
Set to put the loaded asset data into.
FOnGameplayCueN...
OnLoaded
Callback for when load finishes
TArray<FString...
Paths
Paths to search for
FShouldLoadGCNo...
ShouldLoad
Callback for "should I add this FAssetData to the set"
TObjectPtr<UOb...
StaticObjectLibrary
Object library for object based notifies